Posted May 30, 2024 by Luka_Vukmanovic
In the week we focused on preparing the build for the proof of concept. Earlier in the week we focused on generating ideas for different tools and items the grandma could use in the environment as well as other design aspects for our ai and art style.We then improved our build in all aspects from our original in programming, assets (3D & 2D) and level creation. For programming we implemented a proper inventory system for the player to pick up items and use the tools available. With that we added a cat launch tool that will distract environmental ai in the level to be able to pick up items without raising suspicion. We created a stationary ai to watch an item (laxative) which is an objective for the player to pick up and forced to use the cat tool to be able to. Lastly we improved the nav way points for the enemy target to be able to run away and activate a loose case if they see you putting laxatives, as well as go to different locations (bathrooms) depending which one is blocked. For 2D assets we added a case file pop up at the beginning of the level that briefs the player on the target and gives instructions of actions to take to pacify the target. We have also added unique win and loose cases graphics that are composed of the grandma being kicked out or being successful with the mission. For 3D assets we added the grandma the model to the player character, as well as add some environmental models to the level like a cup. Lastly we created a level that is based in the food court area of the mall, it is composed of a seating area, a vendor area, a convince store and bathrooms. The seating area and vendor areas are used to have a place for the targets cup as well as a place to temporarily leave for a napkin and comeback. For the convince area it is a place where we can keep the item objective (laxative) and a ai to watch the player to add difficulty. Lastly the washrooms are used simply as a win or loose condition if the target goes into the correct washroom.